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[分享] [罗马魔戒] 指环王:全面战争2.08前瞻 [新增2.07下载] [复制链接]

匈牙利骑士

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发表于 2009-11-11 20:24:01 |只看该作者 |倒序浏览
由于受西方经济危机影响,以及小组成员私人事务琐碎,指环王全面战争2.1版本耽搁至今,今年是不可能了,不过年底应该会发布2.08版,作为2.06b版本之后的新作,改动还是十分大的,特别是AI 建筑等.

2.07d公测版[新增米纳斯蒂里斯和圣盔谷建筑]:

Patch 2.07d (alpha testing), For LOTR-TW 2.0
DOWNLOAD:
http://www.mediafire.com/?mmnyyeyqjjm


INSTALL INSTRUCTIONS:

- You need LOTR-TW Open Beta v2.0 installed (Mod for Alexander TW, expansion of Rome TW).
- Extract this patch over the main RTW folder.
- It is possible to install this patch over any previous patch 2.0x, but a clean installation is recommended.


CHANGES

- Lighting effects. Specially the new weather for Mordor, and the battles at night (with torches).
Custom battles at Morning or Evening are a bit darker than I would have liked, but I think in campaign the lighting is appropiate.

- Vegetation: Vegetation have been resized and redistributed using ideas from old mods, so the landscape do not apper so void.
Please, report if you find annoying the vegetation breaking the unit formations.

- Map: Some little adjustments. The most important is that now there are TREES at Mirkwood battles, no more snow at pellenor fields, helm's deep as narrow as possible, more forrests at south ithilien, and improved terrain arround rauros with island in the middle of the lake.

- Historical Battles:
IMPORTANT: They appear half the soldiers if you select Small unit settings, recomended unless using a powerfull pc. Please, comment in the forums if you find them unplayable due to pc performance.

1) Last Alliance: 3vs2, all playable, can deploy
2) Helm's Deep: 3vs2, all playable except rohan cavalry reinforcement, no deploy
3) Pelennor Fields: 4vs3, all playable, no deploy

They include Multiplayer versions, but we have not tested them yet (This is the main reason of this patch).

Scripts for Singleplayer:
* Sauron and Witchking are invulnerable unless they are engaged in melee,
You will see a red marker when they can be damaged, for testing purposes.
* The torch runner of Isengard automatically run toward the wall and the wall is broken when it arrives.
Regretably, if there is already a ladder in this section of the wall, another section is destroyed... and the cool effect is lost. We will try to fix it.
* At pellenor field, a script forces Mumaks to attack Rohan when he arrives. Else, they stand behind, not moving at all until the gate is captured.

- Custom battles: Now they use lotr-tw map, so old locations will look weird.
Locations with lotr map image (and settlements allowed) have been selected from different climates and ground types, trying to allow balanced multiplayer battles.

All heroes have been added with custom portraits. They use standard units so people can use them in multiplayer with same balance.
Free-peoples can manage the Fellowship units (from the FOTR scenario), and now they should be fun to play, though they could need some more balance.

In the custom battle menu, you can choose a settlement to test the new cities:
* Gondor huge city = Minas Tirith
* Northmen huge city = Helm's Deep
* Mordor large city = Isengard
* Mordor huge city = Minas Morgul

This is the only way to use them in multiplayer. The problem is they are placed in the center of the map, with wrong orientation in the case of MT and HD, and sometimes wrong wall level.

- Muyltiplayer:
* Mass of all orcs and uruks slightly increased so they can push the human formations. Added "armor piercing" to wargs, reduced trolls attack and mass
* Reduced number of rhun warbows, isengard spears, and dwarf axehurlers. Ithilien rangers more expensive. To balance the archery power of each faction
* Adjusted Mumaks, Fellbeasts, Rhun Chariots and Berserkers. trying to moderate their power, and to make predictable the battles between each other. (still work in progress).
* Adjusted rohan cavalry charge and attack, so the card info can show all relevant information.
* Improved galadrim swords and added new sentinel swordmen.
* Some other cost balancing.


- Campaign is planned to be adjusted and rebalanced, but not yet. I suggest not to start serious campaign games, but we would thank if you test the new cities in battle, they should be fully playable.
- UI and sounds will be improved for 2.1. This patch still includes some italian texts, and many vanilla images.
- Info about the scripts and other mod features will be included in future patches.


KNOWN BUGS
- UNITS: Legolas and Aragorn fire arrows with invisible bow (at Hitorical Battles). The model will be fixed in the future.
For some 2 handed units, the left arm become invisible when they carry torches. Wlesmana is searching a workarround.
- CITIES: Units climb the central rock of Minas Tirith, in stead of use the tunnels. We will try a workarround to avoid it.
Units also climb to the tower of Hornburg. It will make more sense if we can place the ramp.
City floor textures do not fit the surrounding grounds.
- AI: At Pelennor, Southrons do not engage combat unless there are close enemies.
At Helm's Deep, the scales of Isengard need some time to dock the walls of Hornburg. And some isengard units tend to concentrate near the gate for no apparent reason.




This year the development team has hardly found time to work in this mod, for different personal reasons, and that is why the long time ago announced v2.1 has not been released and probably will not be released this year.

However, we have made many advances that I would like to include in another patch, with the intention to be released before the end of the year.

Planned content:
-Enhanced ilumination (no new textures but much better visual aspect as you can see in the screens) and custom climate/daytypes for Mordor.
-Enhanced vegetation that many mods have used for years and we never included, yet.
-Custom cities: Minas Tirith, Minas Morgul, Helm's Deep, and fixed Isengard and Barad-dur
-Improved map at certain important locations: now Mirkwood appear in battle FULL of forests, trees arround rauros, landscape arround unique cities readjusted.
-Historical Battles: Pelennor fields, Last Alliance and Helm's siege
-Custom battles and locations now will be taken from LOTR-TW map instead of vanilla one: screens in this preview are all from our campaign map.
-Unit stats adjusted for better multiplayer balance. Specially monster units: reduced attack for trolls, reduced number of soldiers in proyectile units of non-specaillized factions
-Some bug fixes
-Minor adjustes to campaign. We will wait 2.1 to rebalance it again. The most important that we have gotten Umbar corsairs to perform some naval invasions to Gondor (without scripts)






米纳斯魔窟:








米纳斯蒂里斯:







圣盔谷:







伊多拉斯-黄金宫:


[ 本帖最后由 C.Dracula 于 2009-11-12 20:53 编辑 ]
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潇洒的永生!

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匈牙利骑士

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沙发
发表于 2009-11-11 20:24:53 |只看该作者
历史战役CTD解决方案:

Finally, after many test, we have found the cause of Historical Battles CTDs. And the fix is simpler than anyone could expect:

Just copy this file from vanilla alexander:
...\alexander\data\world\maps\base\descr_regions.txt

to this folder into lotrtw mod:
...\alexander\lotrtw\data\world\maps\base\

And remove the file map.rwm from this same folder


Please, confirm that this fix works, because I have chnaged so many files this week trying to fix it, that I'm not sure if this is the only change needed.

-------------------------------------------------------------------------------------
Now, the run to make Historical Battles Starts.
I personally I'm going to start with:

1-Last Alliance (mainly a copy of v1.1: Noldor, Numenor, Mordor)
2-Pellenor Fields (Gondor, Rohan, Mordor, Easterlings, Southrons)
3-Battle of 5 armies (Dwarves, Mirkwood, Dale, Orc Rabbles)

Then, I will go on with siege battles when the custom cities are ready:
-Siege to Helm's Deep
-Siege to Minas Tirith
-Siege to Isengard

And then I will try some Fellowship battles like the one at Rauros, taking advantage that we can set single soldier units in HB.

[ 本帖最后由 C.Dracula 于 2009-11-11 20:32 编辑 ]
潇洒的永生!

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匈牙利骑士

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板凳
发表于 2009-11-11 20:29:59 |只看该作者
以下这个测试估计也没人愿意测,不过还是贴出来

If you want to test some of those illumination improvements, copy this text into your file
\alexander\lotrtw\data\descr_battle_map_lighting_and_fog_control.txt

Code:

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; general
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;enable_gloom

sun_below_horizon_night_lighting_out      -7.0
sun_below_horizon_night_lighting_full      2.0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; lighting
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

min_light_intensity                     0.4
max_light_intensity                     1.4
ambient_reduce_proportion               0.75
ambient_red_increase_proportion            0.25
ambient_green_increase_proportion         0.25
ambient_blue_increase_proportion         0.5

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; unit lighting
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

unit_min_light_intensity               0.9
unit_max_light_intensity               1.4
unit_ambient_reduce_proportion               0.25
unit_ambient_red_increase_proportion      0.25
unit_ambient_green_increase_proportion      0.25
unit_ambient_blue_increase_proportion      0.5
unit_ambient_multiplier                     1.1
unit_diffuse_multiplier                     1.1

unit_night_min_light_intensity               0.8
unit_night_max_light_intensity               1.3
unit_night_ambient_reduce_proportion         0.25
unit_night_ambient_red_increase_proportion      0.30
unit_night_ambient_green_increase_proportion   0.30
unit_night_ambient_blue_increase_proportion      0.35
unit_night_ambient_multiplier               1.1
unit_night_diffuse_multiplier               1.1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; fog
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

settlement_exponential_modifier            0.0002         
camera_height_exponential_modifier         -0.00025      
camera_exponential_modifier_max_height      100.0
min_fog_exponential                     0.00015
min_fog_intensity                     0.0
haze_to_fog_transition_exponential         0.0004
haze_to_fog_transition_exponential_range   0.00005
gloom_fog_exponential                  0.005

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ 本帖最后由 C.Dracula 于 2009-11-11 20:36 编辑 ]
潇洒的永生!

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地板
发表于 2009-11-11 20:39:20 |只看该作者
坦白说,罗马魔戒能到这个程度很不容易,到时出来了配合RS的战场环境那就没得说了
潇洒的永生!

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5#
发表于 2009-11-11 20:50:17 |只看该作者
可惜罗马相对于中世纪2的画面太差了~~~

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匈牙利骑士

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6#
发表于 2009-11-11 20:53:41 |只看该作者

回复 #5 坠落时分 的帖子

可惜,中世纪2建筑很限制
潇洒的永生!

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7#
发表于 2009-11-11 21:17:56 |只看该作者
就看懂中文部分。。。。。。。。。。。。。。。。

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8#
发表于 2009-11-11 22:09:09 |只看该作者
建筑模型都做出来了啊,支持!很期待
强敌当前,无畏不惧,果敢忠义,无愧上天,耿正直言,宁死不诳,保护弱者,无怪天理

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努米底亚步兵团长

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9#
发表于 2009-11-11 22:24:11 |只看该作者
LOTR越做越卡了,希望这个版本可以优化一下

I will be kind to the weak.   
I will be brave against the strong.   
I will fight all who do wrong.   
I will fight for those who cannot fight.   
I will help those tho call me for help.   
I will harm no woman.   
I will help my brother knight.   
I will be true to my friends.   
I will be faithful in love

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10#
发表于 2009-11-12 12:42:21 |只看该作者
请问楼主有没有罗马魔戒专门的贴,我再顶置里没找着

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11#
发表于 2009-11-12 17:22:22 |只看该作者

回复 #10 朱可夫大将 的帖子

我的签名档里有链接......

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匈牙利骑士

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12#
发表于 2009-11-12 20:25:39 |只看该作者

回复 #10 朱可夫大将 的帖子

置顶里有阿,罗马的逆袭那个分区里都是
潇洒的永生!

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13#
发表于 2009-11-12 21:03:41 |只看该作者
For LOTR-TW 2.0

就是说整合版用不了

有2.0的下载地址吗

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14#
发表于 2009-11-12 21:05:20 |只看该作者
It is possible to install this patch over any previous patch 2.0x

不好意思看漏了~

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15#
发表于 2009-11-12 23:09:57 |只看该作者
强烈要求优化··都卡死了

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欢乐颂军乐手

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16#
发表于 2009-11-12 23:56:41 |只看该作者
我比较关心系统脚本部分的无限刷兵调整过没,这个MOD一直火不久就是刷兵太没节制了。
LZ懂E文应该给作者说说这个问题,让他多花点心思在刷兵系统上。

[ 本帖最后由 jyh4nt 于 2009-11-12 23:58 编辑 ]

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17#
发表于 2009-11-13 00:19:59 |只看该作者
那个,结盟系统改过吗? 老是被盟友打的死去活来的...

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匈牙利骑士

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18#
发表于 2009-11-13 01:20:48 |只看该作者

回复 #16 jyh4nt 的帖子

茄子,你是脚本专家,你把对魔界的建议测试用中文写出来,我翻译过去吧
潇洒的永生!

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匈牙利骑士

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19#
发表于 2009-11-13 01:21:51 |只看该作者

回复 #17 HybridRainbow 的帖子

本来引进了一个结盟系统,可惜大家反映似乎没社么用,楼上想测试的话我把那两个文件弄过来
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20#
发表于 2009-11-13 02:12:48 |只看该作者

回复 #19 C.Dracula 的帖子

这样啊,那我还是再等等吧,期待2.08

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